Marvel Super Heroes Commander Set Review

Kristen GregoryCommander

Marvel Super Heroes is now available, and it’s time to look through what the better Commander cards are in the set with a Set Review of sorts. 

You can find other recent set reviews here:

Card Kingdom’s Set Reviews only really care about broadly powerful and relevant cards, so if you notice something missing? Chances are, it’s quite niche, and not something we’re super into unless we have a very specific deck. For MSH, this effect is somewhat amplified, as so much of the set is focused on Heroes and Villains, so we’re only covering the stand out synergy cards here. 

In today’s Set Review you’ll discover the most popular and powerful cards from the set, including our roundups of the juiciest Commons and Uncommons. 

MARVEL SUPER HEROES SET REVIEW: WHITE

If you’re building any kind of Hero deck, you’re going to want the Steel Overseer for Heroes, Agent Phil Coulson. It’s a super cheap way to buff the board.

Avengers Assemble! is the headline mythic rare for those building Hero decks. A flash buff can mess with combat, but you’re playing this mainly for the buff coupled with card draw, which is great value. 

The Mind Stone is the latest Infinity Stone, and if you’re collecting them, you’re sure to want to grab it. If you’re not, then consider how many great EtBs you’re running in your deck, because the harness ability on this one is pretty good. 

The Sentry, Golden Guardian might seem a little risky to play in Commander, but secretly I think this card kinda rocks. It’s a brilliant political tool, provided you can make a deal with the player you give The Void to, to not attack each other. That’s ten damage in the air to direct at the archenemy. 

Super-Soldier Serum is a lot better than Monster Energy, eh? First strike and vigilance with a +2/+2 buff is already decent for two mana, but when you also add the mana-cheating ability to hoover up a bunch of equipment on attack or block, this goes from good to great.

MARVEL SUPER HEROES SET REVIEW: BLUE

Ironheart, Clever Champion is  a spell you’re almost always going to be able to cast for “free” because of Improvise, and then in subsequent turns, you’re getting extra spell casting opportunities out of your investment. It might read a little dull, but Ironheart is the kind of card that’s going to propel you into multi-spell turns with ease.

Loki, God of Mischief is sweet. It gives card draw when you’re activating abilities that target yourself or your stuff. That could be tap abilities, equipment, Planeswalker abilities – you get the gist. One card a turn stops it being broken, but you’re happy with that for two mana. 

Multiversal Incursion is a cheaper Clone Legion, trading off copying tokens or someone else’s board for having your copies be non-legendary. While that makes it less flexible, it also makes it way more playable in a format that is almost entirely orbiting legendary creatures. 

Merfolk are getting hooked up, for some reason, in Marvel. It’s mostly coincidental, but the Merfolk cards in the release (including Jumpstart) are mostly great. Namor is a three mana Flying Merfolk that gives you tokens for casting pip-heavy blue spells, which is sweet for Merfolk and spellslinger builds.

MARVEL SUPER HEROES SET REVIEW: BLACK

Doctor Doom is indestructible most of the time, and brings with him  two 3/3s. You also get to draw a card on your end step. It’s the kind of card that helps make board-wipes asymmetrical. 

Doom Reigns Supreme is one of the better plans, largely because of the fact that static ability is great for Villains decks. Should your Plan come to fruition, you get to  free cast some spells from an opponent. Decent enough in Villain decks as some drain and “draw”.

M.O.D.O.K. is weird little guy, eh? Most of the use folks are gonna get out of this is to pair it with creatures like Maha, Its Feathers Night to effectively make creatures die as they enter play. The other use is to go off with the Connive trigger to make a really large creature, though it is somewhat gated by your life total. Good in Marchesa, the Black Rose, I suppose.

Thunderbolts Conspiracy is pretty good for four mana – getting to bring back Villains, redeemed as Heroes, with a finality counter. Having it be flash also means  you can tuck it into play with a wrath on the stack. 

MARVEL SUPER HEROES SET REVIEW: RED

Avenger Disassembled is a good Anger of the Gods variant, but especially good in a meta with a lot of problem lands (Gaea’s Cradle, Field of the Dead, etc)  – or when your deck is running indestructible artifact lands, as you can ramp yourself. 

Mjolnir is probably one the best cards in the set; a Flame Lash stapled to a damage doubler for legends, with the ability to instant speed discard it to Pyroclasm in a way that’s harder to be countered. I’m getting at least one. 

The Scarlet Witch ties in quite nicely with the Strixhaven big-spells archetypes, and in any deck with ways to buff  her permanently with +1/+1 counters, you’re looking at reducing the costs of your spells considerably. 

Thor, God of Thunder is recursion in Red, for multiple spell types, which is actually pretty rare. Having this be the “juicy extra” on a 5/5 Flyer that burns any target for the mana value of a noncreature spell you cast makes for quite the card. 

MARVEL SUPER HEROES SET REVIEW: GREEN

Heroic Feast is a hell of a pick-up for GW lifegain decks. It’s going to do most of what Archangel of Thune does when you gain chunks of life, and otherwise for three mana is perfectly reasonable as a way to grow creatures off of Soul Sister triggers. 

Shang-Chi is mostly a pick-up for cEDH, where he’ll slot into Sisay and Kinnan lists. Outside of that, still a respectable mana dork for certain decks. 

The Unbeatable Squirrel Girl can be pretty unbeatable if you get her set up properly. Thankfully she won’t have access to red or green when she’s in the command zone, but she will if she’s in the 99 instead, where infinite (or many, many) squirrels can lead to even easier wins. Earthcraft is the easiest, but it’s on the Reserved List. Time to check the binder!

World War Hulk is a neat way to accelerate big creatures into play, and then sticks around to offer extra value. Doubling a creature’s P/T and giving it trample as a final act is the icing on the cake, and makes this one of the cooler sagas in a hot minute. 

MARVEL SUPER HEROES SET REVIEW: MULTICOLOR & ARTIFACTS

Absorbing Man is easy to gloss over, but he might sneakily be one of the better three drop legends in the set. Getting a copy of your most powerful enabler for a turn cycle and then getting to re-choose when you untap is sweet. 

The Mighty Thor, Jane Foster might just be the best UW equipment Commander now – we have a  whole guide on her coolest synergies if you’re so inclined. Flicker value plus card draw on a 3/3 Flying for three? Yes please. 

The Serpent Society makes for quite an interesting conundrum; how do you remove it without risking dying to poison? It’ll make you the archenemy at the table to be sure, so just make sure you build your deck in such a way that’ll make folks hate you anyways. 

Jennifer Walters gives you a Voice of Victory that can get significantly bigger and scarier, which is quite the sales pitch. Gonna be great in cEDH, Canlander and Commander. Good everywhere, really. 

Nick Fury is a fun one to use as Hero deck Commander, but make sure you add ways to double dip on Power-up if you want to use him in the command  zone. 

Boros spellslinger isn’t the most obvious archetype – and neither is Boros +1/+1 counters – but Monica Rambeau can fit in both and prove to be a  pretty potent counters engine/evasive threat. Probably will perform better than you’d think. 

Tony Stark // The Invincible Iron Man is the most interesting Tony Stark in the set for most people, given it’s such a competitively costed card. For two mana you get a way to dig for the artifacts you want,  and when you’re ready to flip, you get an evasive hasty flyer that cheats in an artifact at the beginning of combat. Flavorful and fun – a potent combination. 

Cosmic Cube is a solid value engine that can be slotted into any number of decks that like to attack regularly. It gives free spells after digging for them, and is a little sticky to remove thanks to the Ward. Slots well into a myriad of decks. 

The Ten Rings is easy to cheat into play via any number of effects – Refurbishes, Goblin Welders, Master Transmuter… and that’s how it’ll come down early to keep your hand absolutely stacked with cards. 

MARVEL SUPER HEROES SET REVIEW: BEST COMMONS AND UNCOMMONS

The highlight Hero Uncommon wise has to be Captain America, Living Legend, who gives UW mages another interesting build around. Playing with tap effects and essentially granting team vigilance is sweet. 

Night Nurse, Healer of Heroes is a suped-up Samwise to be sure, and should be a great pickup – especially for the Doctor Who decks. Hex Magic is a great self-wheel effect, and folks are contemplating if H.E.R.B.I.E. Scout Unit is an upgrade in some decks for Solemn Simulacrum

Blue is arguably eating best here – a Merfolk lord with card draw attached  is a serious consideration. Echo, Perceptive Prodigy is a competitively costed ability copier, and Shuri, Wakandan Inventor is giving you temporary extra copies of your best artifacts,  while also being a two mana cost reducer. Tasty. 

Rounding things out are Whiplash (a way to push closer to wins in B/x Voltron builds), Hawkeye, Young Avenger who can amplify repeatable damage from ping effects, and a nice two drop in Tigra for GW counters decks. 

END STEP

And that’s things rounding to a close for our coverage of the best cards to get from Marvel Super Heroes. For more coverage, check out the Best Sellers, the coolest cards in Jumpstart, and the Best Cards in the Commander Precons. What will you be brewing with?